130,443 Commits over 4,201 Days - 1.29cph!
    
    
    
        
            
            
            
                
                Folder cleanup.
Initial item setup/prefabs.
                
                
                
                
             
         
        
        
            
            
            
                
                Various fixes, move to PrefabPreProcess so it gets run once per prefab
                
                
                
                
             
         
        
        
            
            
            
                
                Sprint bar timing works properly, with network sync
                
                
                
                
             
         
        
            
            
            
                
                Sprint WIP + remove leftover snowmobile mount code
                
                
                
                
             
         
        
            
            
            
                
                Added egress state to debug_cargo_state
debug_cargo_status and debug_info no longer need to be called from in-game
                
                
                
                
             
         
        
            
            
            
                
                Updated finger gun gesture to use middle finger too. Added icon
                
                
                
                
             
         
        
            
            
            
                
                Flag/proto setup and refactoring
                
                
                
                
             
         
        
        
            
            
            
                
                Convert some inputs to flags
                
                
                
                
             
         
        
            
            
            
                
                Two cargo ship movement fixes:
-Fix the cargo ship no longer being able to egress if it was saved/loaded while egressing (it's possible this has never worked). It would just keep sailing away forever (and start venturing into NaN positions).
-Fix a case where the cargo ship would not be able to rotate to face it's desired waypoint if it spawned facing perfectly away from the waypoint. The cargo ship rotation logic would not work if the ship was facing the completely opposite direction, it now receives a bit of a nudge if this ever happens to ensure it can start to rotate. This would have likely caused newly created cargo ships to rarely get stuck at their spawn point.
                
                
                
                
             
         
        
            
            
            
                
                Fix quote mark location in PrintDefinedFlags
                
                
                
                
             
         
        
        
            
            
            
                
                Got rid of the bike gears, only one gear now as the model implies
                
                
                
                
             
         
        
            
            
            
                
                ProgressBar now supports emptying the bar over time instead of filling it, more like a countdown. Use the new system for the stamina bar.
                
                
                
                
             
         
        
        
        
            
            
            
                
                Updated throat cut gesture - fixed some translation issues
                
                
                
                
             
         
        
            
            
            
                
                Enabled dof translation on player avatar for better retargeting results
                
                
                
                
             
         
        
            
            
            
                
                vm sks - added test anims for sprinting/jumping/landing, added layer and params to animator
                
                
                
                
             
         
        
            
            
            
                
                Clatter helmet PFX fixes and visual refresh:
-Flame tone adjusted to be more in line with the new fires.
-Improved heat shimmer, which had regressed.
-Performance optimized: No longer relies on noise, less overdraw & LOD tweaks.
-Cleaned a script from the prefab that was doing nothing.
                
                
                
                
             
         
        
            
            
            
                
                Improved test results formatting
Added WaitUntilWithTimeout yield instruction
                
                
                
                
             
         
        
            
            
            
                
                Experimenting with updated protobuf codegen which doesn't copy data around as much
                
                
                
                
             
         
        
            
            
            
                
                Expose changing damage of weapons & armor protection values
Add ability to search entity & item names
                
                
                
                
             
         
        
            
            
            
                
                Added "content_descriptors" to steamworks.FileInfo result
It is a table of possible values:
"general_mature",
"gore",
"suggestive",
"nudity",
"adult_only",
Rework Portal Rocket Turret targeting to make the SetTarget input work
Do not prevent C_BaseAnimating entities from rendering if sequence = -1
                
                
                
                
             
         
        
            
            
            
                
                bicycle skin, LOD setup and rear wheel split for future setup
                
                
                
                
             
         
        
        
            
            
            
                
                Added Time based fading (work in progress - includes updates to visualiser) 
Fixed some issues with distance fading
Improved import - no longer reloads assets during import which is 2022.3 causes a warning
                
                
                
                
             
         
        
        
            
            
            
                
                Added vending machine. Setup custom sell orders. Disabled colliders on client.
                
                
                
                
             
         
        
            
            
            
                
                Added a low pass smoothing filter to steering as well as tweaking existing steer deadzone values.
Outside of deadzone now ensures straight wheels
                
                
                
                
             
         
        
            
            
            
                
                Fixed power passthrough set to 0 by default on empty outputs, to clarify when power is blocked and when power passes through
                
                
                
                
             
         
        
            
            
            
                
                Added first IO acceptance tests for AND switch, OR switch, electrical branch and blocker
                
                
                
                
             
         
        
            
            
            
                
                Added steering deadzone to avoid over corrections
                
                
                
                
             
         
        
            
            
            
                
                merge from fix_eventrecord_pooling_error
                
                
                
                
             
         
        
            
            
            
                
                Added RustTestFixture, which includes helpers to easily spawn and destroy entities
Cleanup and naming
                
                
                
                
             
         
        
            
            
            
                
                Added SetUp and TearDown methods executed before and after each test
                
                
                
                
             
         
        
        
            
            
            
                
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                bicycle LOD0 skining and ik positrion adjustment
                
                
                
                
             
         
        
            
            
            
                
                More memory optimisations - attempting to reduce the number of transforms/gameobjects/renderer components there are in the world by consolidating them into a single RendererLOD when possible
eg. a RendererLOD has three child LODs all at 0,0,0 - this process caches the mesh and materials used at each LOD level and creates a new renderer/filter on the RendererLOD root and switches the mesh and materials when adjusting LODs. This allows us to delete the child transforms entirely.
Process is entirely automatic and applied at runtime to all RendererLODs so no change to artist workflow.
Some initial results:
Launch site goes from 30,409 transforms to 21,131
Outpost goes from 11,850 -> 9,633
Harbor_1 goes from 17,233 -> 13,125
That's a total saving of over 15k transforms, renderers, filters just from three monuments!
                
                
                
                
             
         
        
            
            
            
                
                Fixed manifest not being included, still not loading
                
                
                
                
             
         
        
            
            
            
                
                Minor anim tweaks to middle finger + double middle finger gestures. Fixed ulna rotation not being applied
                
                
                
                
             
         
        
            
            
            
                
                Basic sprint progress bar
                
                
                
                
             
         
        
        
            
            
            
                
                Double middle finger gesture
                
                
                
                
             
         
        
        
            
            
            
                
                Lerp the sprint pose change